Looks great! I would like to say that I think having your character say the option you just chose might be a bit redundant. Maybe have him elaborate on the dialogue choice instead of repeating it verbatim?
Thank you! That is a bit of design problem we are experimenting with. We want to keep player portrait present, which if we skip the player lines could be done by showing player during response menu. I also turned on the typewritter effect now and it kind of reads better when the text is updated.
Already saw it like 10 minutes after you've uploaded it - looks great!
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Maybe increase the timeout chat so it stays longer for Player to read when Player busy doing their stuff. (Not the cutscene one it looks okay in the cutscene)
The inventory and crafting base is ORK, and UI is custom. Pickup/Tree harvest is also run through ORK events, with some custom code helpers for convenience.
That is a bit of design problem we are experimenting with.
We want to keep player portrait present, which if we skip the player lines could be done by showing player during response menu. I also turned on the typewritter effect now and it kind of reads better when the text is updated.
Really like the art! Are you creating all that art yourself?
Also, are you using Makinom in your project?
No, I'm doing coding, story and game design. My friend is working on all the art, animation, art direction etc.
I'm not using Makinom atm. But might give it a try.
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Maybe increase the timeout chat so it stays longer for Player to read when Player busy doing their stuff. (Not the cutscene one it looks okay in the cutscene)
@Night the non-cutscene dialogue has a continue button. Player can control the flow of dialogue.
For cutscenes we'll experiment with times.
The inventory and crafting base is ORK, and UI is custom. Pickup/Tree harvest is also run through ORK events, with some custom code helpers for convenience.